// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Suimono2/EffectNormalBlend" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Strength ("Strength",float) = 1.0 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="SuimonoNormals"} Cull Back ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 color : COLOR; float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _Strength; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); col.rgb = lerp(half3(0.2,0.2,1.0),col.rgb,saturate(i.color.a)); col.r = col.r * _Strength; col.g = col.g * _Strength; col.a = lerp((fixed)0.0,(fixed)col.a,saturate(i.color.a)); return col; } ENDCG } } }